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add prototype of a new rouge level generator
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test/RougeStory.hs
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132
test/RougeStory.hs
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{-# LANGUAGE NoMonomorphismRestriction #-}
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module RougeStory where
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import Text.Printf
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import Graphics.Vty
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import Graphics.Vty.Inline
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-- Characters are identified by Names
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type Character = Name
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type Name = String
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type Type = String
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-- The game is the view of a story.
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class Story repr where
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-- A story is the quest of a character which becomes a history
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story :: Character -> repr Quest -> repr History
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quest :: repr Goal -> repr Aspects -> repr Quest
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-- A quest is for a goal where some aspects are known and others unknown.
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-- TODO: abstract to any Foldable?
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empty_aspects :: repr Aspects
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add_known_history :: repr History -> repr Aspects -> repr Aspects
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add_known_obj :: repr Object -> repr Aspects -> repr Aspects
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add_unknown_history :: repr History -> repr Aspects -> repr Aspects
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add_unknown_obj :: repr Object -> repr Aspects -> repr Aspects
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-- Aspects are animate objects, inanimate objects or histories.
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animate_obj :: Type -> repr Object
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inanimate_obj :: Type -> repr Object
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history :: Type -> repr History
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-- The goal is to acquire, or dispose of an object.
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dispose_obj :: repr Object -> repr Goal
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acquire_obj :: repr Object -> repr Goal
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-- What is an object? Well, that's anything that fits in the story language.
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-- Which at least means it's something that can be named
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named :: repr Object -> Name -> repr Object
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data Quest
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data History
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data Goal
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data Aspects
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data Object
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story_0 =
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let bob = animate_obj "Human" `named` "Bob"
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the_quest = quest (dispose_obj (inanimate_obj "YoYo" `named` "The Kitten Slayer"))
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(add_known_obj bob empty_aspects)
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in story "Bob" the_quest
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{- TEMPLATE
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instance Story X where
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story c q =
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quest g as =
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empty_aspects =
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add_known_history h as =
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add_known_obj obj as =
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add_unknown_history h as =
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add_unknown_obj obj as =
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animate_obj t =
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inanimate_obj t =
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history t =
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dispose_obj obj =
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acquire_obj obj =
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named obj n =
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-}
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newtype ShowStory t = ShowStory { unShowStory :: String }
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instance Story ShowStory where
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story c q = ShowStory $ printf "History(%s,%s)" c (unShowStory q)
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quest g as = ShowStory $ printf "Quest(%s,%s)" (unShowStory g) (unShowStory as)
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empty_aspects = ShowStory $ printf "EmptyAspects"
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add_known_history h as = ShowStory $ printf "Known(%s):%s" (unShowStory h) (unShowStory as)
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add_known_obj obj as = ShowStory $ printf "Known(%s):%s" (unShowStory obj) (unShowStory as)
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add_unknown_history h as = ShowStory $ printf "Unknown(%s):%s" (unShowStory h) (unShowStory as)
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add_unknown_obj obj as = ShowStory $ printf "Unknown(%s):%s" (unShowStory obj) (unShowStory as)
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animate_obj t = ShowStory $ printf "%s :: AnimateObj" t
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inanimate_obj t = ShowStory $ printf "%s :: InanimateObj" t
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history t = ShowStory $ printf "%s :: History" t
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dispose_obj obj = ShowStory $ printf "Goal(%s)" (unShowStory obj)
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acquire_obj obj = ShowStory $ printf "Acquire(%s)" (unShowStory obj)
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named obj n = ShowStory $ printf "%s+Name(%s)" (unShowStory obj) (show n)
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newtype TellStory t = TellStory { unTellStory :: String }
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instance Story TellStory where
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story c (TellStory quest) = TellStory $ "The story of " ++ c ++ " on the quest " ++ quest
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quest (TellStory g) (TellStory as)
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| as == "" = TellStory $ g ++ "."
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| otherwise = TellStory $ g ++ ". In a world where... " ++ as
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empty_aspects = TellStory ""
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add_known_history (TellStory h) (TellStory as)
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= TellStory $ "Our hero knows the tale of\n\t" ++ h ++ ".\n" ++ as
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add_known_obj (TellStory obj) (TellStory as)
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= TellStory $ "Our hero knows of " ++ obj ++ ". " ++ as
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add_unknown_history _ as = as
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add_unknown_obj _ as = as
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animate_obj t = TellStory t
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inanimate_obj t = TellStory t
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history t = TellStory t
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dispose_obj (TellStory obj)
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= TellStory $ "to dispose of the accursed " ++ obj
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acquire_obj (TellStory obj)
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= TellStory $ "to acquire the great " ++ obj
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named (TellStory obj) name
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= TellStory $ obj ++ " with the name " ++ name
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newtype PictureStory t = PictureStory { compose_to_picture :: Picture }
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{-
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instance Story X where
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story c q =
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quest g as =
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empty_aspects =
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add_known_history h as =
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add_known_obj obj as =
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add_unknown_history h as =
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add_unknown_obj obj as =
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animate_obj t =
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inanimate_obj t =
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history t =
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dispose_obj obj =
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acquire_obj obj =
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named obj n =
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-}
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main = do
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putStrLn $ unTellStory story_0
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putStrLn $ unShowStory story_0
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withVty $ flip update (compose_to_picture story_0)
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